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Author Topic: Elfin Refugees - Rage Against the Dying of the Light  (Read 30984 times)

Weirdsound

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Re: Elfin Refugees - The art of war and peace
« Reply #225 on: January 10, 2011, 05:29:24 pm »

Selande:

You ask Dusk where he found the caviar, because you know the flying cave fish only spawns in the presence of a particularly nasty aquatic fungus. He gives you directions, and a pair of leather pants which you search for traps before putting on. After reviving directions you head off into the caverns. You do your best to remain invisible in case the justborn was setting you up for an ambush. You find the pool again. Ignoring the tasty eggs you quickly spot a brown mesh like patch spread across the surface of the pool. It is Hexslime, a nasty chemical that is ridiculously poisonous to the touch of magical creatures. You skewer the substance with your dagger and twirl it around like noodles on a fork. You take the substance back to the fortress carefully, as your ability to take viper form renders you vulnerable to the substance. You wrap the Hexslime in cloth and store it in the pot under the bed.

+5 units of Hexslime (Wrapped in cloth for safe handling)


You then spot Zrallin sneaking around the dining hall trying to avoid being detected by Ochita, Dusk, and the spirit. You quickly pick up that he is drilling his sneaking ability so you decide to join him. Eventually Zrallin leaves to do something else, but you stick around and avoid detection until the spirit turns hostile.

Zrallin:


You spend several hours testing and comeing to terms with your coordination. The booze from the surgery has long since worn off but you still feel a bit clumsy. Eventually you determine that you can move, and even fight fairly effectively; however you probely shouldn't pick up knife juggling anytime soon.

Once Ochita awakens he heads to the dining hall and occupies himself with reading engravings. You sneak into the room and decide to further test yourself by avoiding detection. Sometime later Selande arrives and joins you. The two of you further avoid detection for some time before you decide to leave and practice with your shield.

You rouse the sleeping Miriam and ask her to help you pratice shield use. She flips her lid and complies by chaseing you around and hurling the dented but still quite deadly serrated disks at you. You block or dodge every one of her attacks until you hear a loud wail coming from the dining room...

Caboose:


You cross your legs and begin to meditate. You focus on the cold within and begin to build up a massive amount of energy. As dawn approaches you lower the temperature of your staff to aid both your magic and your melee ability. You enter the dining hall and prepare youself to unleash frozen hell on the Terraspirit.

Disead:

You enter the mint, sit down on the floor and close your eyes. You proceed to think about anything except your own past. The upcoming battle, the beautiful fortress that you now live in, and your new friends all spring to mind. Suddenly your eyes pop open and you regard the scenery around you. The room built by a long dead kingdom of dwarves, the vault locked tight and likely filled with rare coins, and the smelter expertly designed by Karratan; Suddenly you are stricken with a terrible feeling of jealousy. You decide to drown this feeling by dwelling on your past successes. You singlehandedly discredited several violent human rulers. You and you alone convinced the dying high elf fortress of Broadleaf Keep to supply the trek through the caverns. It was your hands that made up for Ochita's bumbling and saved Zrallin! Your wit and tounge saved the whole fortress from an otherwise inevitable goblin attack!

You triumphantly march off to fight the spirit consumed by your past...

Ochita:

You wake up and head to the dining hall where you begin the laborous task of translating the wall engravings in attempt to discover forgotten dwarven deities. As you work the spirit  hurls insults and threats at you. You are distracted until Dusk shows up and begins to talk to the spirit. With the distraction gone you eventually decipher information on two gods.

The first god you discover is Arak; a deity associated with trade, wealth, caverns, and the earth. She most often takes the form of a female dwarf. She is pleased by the minting of coins in her image, earning a profit through trade, and peaceful contact with the tribal people of the caverns. She most often grants favors to those who please her while they are trading or in the caverns.

The second god you come in contact with is Aned Climaxplayed; a deity associated with the wind. Aned most often takes the form of a male dwarf. He is pleased when his followers sacrifice female sentient beings by dropping them from high places. He also likes it when his followers where clothing of feathers blessed in his name. Aned will bend the wind to serve the purposes of his loyal followers.

You are just starting on decrypting a third engraving when you feel the spirit begin to turn hostile...

Karratan


You sleep deeply for hours upon hours. You dream of a large deposit of iron and lignite deep in the caverns. The minerals are guarded by a mighty cave dragon. The beast sits upon a pile of bones and pickaxes left by the miners who tried to violate its home. The dream then winds through the caverns for what seems like hours until it arrives at the fortress. You suddenly wake up to the sound of an explosion in the dining hall. You bolt to the the scene only to see that you have missed the fight...

Miriam:

You decide to catch up on your sleep before the big fight. You dream of destroying Zrallin's new skull with your iron chains. Dream almost becomes reality when the damn night elf himself wakes you up shouting something about combat drills. You decide the 'drill' consists of chasing Zrallin around the fortress hurling serrated disks in his direction. This activity lasts for 30 minutes before you interrupted by a terrible wail from the dining hall. You return to the hospital, grab your chains from your bed, and snort some blood lichen before charging head on into battle...

You have gained a level in throwing!
-1 Dose of Blood Lichen


Dusk:

You attempt to butcher the caveshark. You have never actualy butchered anything before, having simply bitten into and torn apart whatever you caught in the caverns. You attempt to make sense of the tools before you before giving up and slashing wildly at the carcass. You destroy most of the meat and skin in the process, but eventually you consider the shark butchered.

+3 caveshark meals
+1 unit of caveshark skin
+ 24 caveshark teeth


You decide it would be a good idea to befriend the spirit before you kill it. You enter the dining hall and aproach it. The creature is currently hurling insults and threats at Ochita. You talk to it softly and calm it down to an extent. You spend several hours talking to it. It knows it will snap just before dawn and fears for its existance as well as Ochita's. It shares Ochita's memories of his wife but makes no claim to be her: It does however ask to be addressed by her name, Sarifa, for lack of a better moniker. Eventually she offers you a gift; you accept and she reaches up and places her palm on your forehead. You feel your own memories flowing into the spirit and the spirit's power flowing into you. You stagger backward dazed, and continue the conversation. Your vision and thoughts are blurry but you seem to have all your memories intact.

The creature now talks in the tounges of the cavern dwellers that only you and it understand. Your words however can no longer contain its anger and it begins to shout at you. Suddenly it lets out a loud wail; 'RUN' in olmman tounge. You heed Sarifa's advice and flee to the hospital and dive under the covers of your bed.

BOSS FIGHT: VS. TERRASPIRIT SARIFA!

The spirit lunges at Ochita but thoroughly interrupted by Caboose who unleashes his built up attack. Sarifa is blasted by a narrow beam of pure absolute zero tempreture and thousands of tiny pieces of sharp frozen atmosphere.

The blast nails the spirit dead on doing visible damage to a being that Ochita warned would appear invulnerable; a good sign. The creature spins around and grabs Disaed's left arm and begins frying it with geomancy charged ectoplasm. Selande takes the opportunity to strike from the shadows and remove the arm cooking Disaed with a single well placed slash.

Disaed has suffered an ectoplasm burn on his left arm (Medium severity)

Miriam charges into the room with fire in her eyes and chains in hand. The bezerker lashes at the exact same moment Ochita swings his staff at the image of his wife. The spirit deftly avoids both attacks by floating to the ceiling.

Miriam lashes wildly in Ochita's direction. The dawnelf barely dodges the berzerkers missaimed attack. From the ceiling Sarifa lashes out a long ectoplasmic tongue at Miriam. The attacks hits her right arm and the shattering of bone can be heard.

Miriam has suffered a chipped bone in her right arm (Serious severity)


Through the magic of mind altering blood lichen Miriam ingores the pain in her arm and counterattacks, lashing the creature's tongue before the spirit can withdraw it. The creature however shows no injury from the attack and lashes its tounge again almost immediately, this time striking Ochita's left arm and once again chipping the bone.

Ochita has suffered a chipped bone in his left arm (Serious severity)

Ochita drops his staff and clutches his injured arm while the spirit swoops down on Miriam and slugs her in the torso. Once again the breaking of bones is heard by all present.

Miriam has suffered broken ribs (Serious severity)


Caboose releases another much weaker bolt of ice but in his excitement misses the spirit and nearly nails Zrallin with the icy blast. Miriam however continues to ignore the pain in both her arm and chest and dodges Sarifa's next punch. The bezerker than lashes out once more and strikes the spirit square in the torso. The attack seems to do the trick and the spirit begins to disolve.

With her dying energy the spirit makes one last punch at Miriam, who easily dodges, before charging at Ochita and selfdestructing in a bust of concussive force and earth magic. Ochita's torso bears the brunt of the attack and he is sent flying across the room before smashing into a table.

Ochita has suffered broken ribs (Serious severity)

The Aftermath:

Disaed quickly looks over Ochita and informs him that miraculously no serious damage had been done to any of his organs. He then storms off. The others had stolen all his glory and he has to show for his efforts is a magically charred arm.

Ochita insists that Miriam go lie down in the hospital before the effect of the blood lichen wears off rendering her imobile. The sludge elf growls before taking the wounded healers advice. Zrallin then pick up Ochita and puts him down on a table to rest in the dining hall.

Zrallin notices and points out that the selfdestructing spirit had left globs of a strange substance all over the dining hall, and that it might have useful magical and/or chemical properties. Karratan, who had just arrived after sleeping through the fight, attempts to pick some up but finds it scalding to the touch. A safer way to handle this substance must be found. Zrallin agrees and goes to the hospital to catch up on his sleep, thankful that he escaped the fight without injury but disappointed that he failed to find an opening to strike. Selande also returns to the hospital for a good day's sleep. Her sleep comes easily with the knowledge that those most capable and likely of harming her are most likely too injured to do so.

Dusk awakens in a dream. He is standing above the weeping Terraspirit Sarifa in a blank white room with a dagger in his hand. The air around vibrates with magic and he has a feeling that whatever he does now will impact his real life.

I didn't take the boss fight into account while rolling for skill gain. Because of this everybody who participated in the fight may choose one skill that they used in the battle and increase it by one. It is now dawn. The next turn will cover 6 hours until noon; The goblins will send somebody to check up on the fortress sometime around then.
« Last Edit: January 11, 2011, 08:25:16 pm by Weirdsound »
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Lillipad

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Re: Elfin Refugees - The art of war and peace
« Reply #226 on: January 10, 2011, 06:35:43 pm »

Increased heat magic.

I'll see what kinds of magical shenanigans I can use to move the substance. If I can't think of anything I'll consult my door acquaintances. Also sleep.
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Twi

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Re: Elfin Refugees - The thrill of the fight
« Reply #227 on: January 10, 2011, 06:45:19 pm »

Be stuck in hospital, grumble, sleep.
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Pillow_Killer

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Re: Elfin Refugees - The thrill of the fight
« Reply #228 on: January 10, 2011, 06:45:47 pm »

Mine for some fucking iron ore! Yeah!
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rarborman

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Re: Elfin Refugees - The thrill of the fight
« Reply #229 on: January 10, 2011, 06:46:47 pm »

Condole the weeping Terraspirit Sarifa and ask why she is sad and what I can do to help.
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Weirdsound

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Re: Elfin Refugees - Bronze ColossELF
« Reply #230 on: January 10, 2011, 06:48:09 pm »

You then spend some time questioning the voices in your head. Argus Bloodripper claims that he is an omnipresent being who knows everything, and that you should not find the fact that he knew of the hunting party suspicious. You press him a bit more on the topic and his tone shifts to an angry one. He begins to threaten your safety so you decide to drop the topic and go to sleep in the hospital.

Caboose is good on the whole sleeping thing until night falls again.
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Lillipad

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Re: Elfin Refugees - The thrill of the fight
« Reply #231 on: January 10, 2011, 06:54:19 pm »

Well then... Forget sleeping, practice with the staff.
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Dwarmin

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Re: Elfin Refugees - The thrill of the fight
« Reply #232 on: January 10, 2011, 06:57:46 pm »

Attend to my burn wounds!
I increase my short swords skill. (really, I didn't even get an attack!)

"I say! Miriam took quite a beating. Should take about 3 months for those ribs to heal!
Also, you people should thank for me distracting the beast long enough to score a telling blow."
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Kadzar

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Re: Elfin Refugees - The thrill of the fight
« Reply #233 on: January 10, 2011, 08:02:43 pm »

(I will increase my Stealth skill, since the terraspirit didn't seem to notice me at all.)

I will wait for the goblins to come, being on my guard for treachery. While I wait, I will practice my Barter skill.
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KineseN

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Re: Elfin Refugees - The thrill of the fight
« Reply #234 on: January 11, 2011, 04:04:23 am »

'...'

Rest of three hours and then start looking for herbs of healing property in in the valley.


---
Add one skill to dodging for Selande.
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Ochita

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Re: Elfin Refugees - The thrill of the fight
« Reply #235 on: January 11, 2011, 07:52:06 am »

Take this time to meditate, try to reach any residual effects that the terra sprite left

+1 Prayer

Also IM STILL ALIVE PEOPLE THIS IS GOOD
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Weirdsound

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Re: Elfin Refugees - The thrill of the fight
« Reply #236 on: January 12, 2011, 05:44:43 pm »

All Elves:

Breakfast is served in the blood and ectoplasm soaked dining hall. The meal consists of flying cavefish eggs, a dish generally reserved for the Deep Elfin ruling class. Zrallin volunteers to help feed those too injured to serve themselves. He seems to quite enjoy giving Miriam grief pointing out how the tables have turned from 24 hours ago, when Miriam was the nurse. Zrallin quickly becomes quiet when he notices the sludge elf is still holding onto one of her chains with her good arm.

-7 servings of cave caviar

Caboose:

You remain in the dining hall after breakfast to attempt to move the volatile globs of goo. The first thing you try is freezing one solid: You succeed but the now solidified mass continues to burn your hand on contact. Thinking on your feet you grab a piece of cloth and use it to pick up the frozen blob. The solid fails to seep through and burn you. You spend some time diligent searching the dining hall, freezing and collecting every bit of the strange substance that you come across.

+1 Bundle of frozen ectoplasmic substance

You consult the voices in your head; perhaps they know of the substance and its uses. When asked about the goo Argus Bloodripper chuckles.

"I'll cut you a hell of a deal involving that gunk. I turn that substance, along with some other junk you have around this fort, into an object made from a material so terrible and awe inspiring that it is generaly unworkable by mortal hands. I'd need temporary possession of your body to work the stuff, but I'll write it into the contract that I shall fade from existence should I fail to return your body to you in a timely manner."

"What's the catch?" you ask.

"Because this would be your first contract with my kind I'll offer a low price. Two members of your group are half night elf. I would like to see one or both of them to take the first step towards reaching their potential for vileness and depravity. If you get either Selande or Dusk to willingly partake in the consumption of another sentient being, you will revive your payment. Because you have no control over the will of your targets I cannot in good faith impose a penalty for failure on your part. Think about it, and take your time."

You have no clue where you could come across an easily victimized sentient being, but Argus offers you a few leads. acording to him the dwarves of the fortress knew of an Antman hill only two and a half hours walk from here in the caverns. It may still be inhabited. You are also informed that the goblins have recently executed a human prisoner and are using whatever their pet spider didn't eat as filling for their soup as dinner over the next couple days. You once again wonder how Argus could possibly know what the goblins are up to but you are interupted by the injured Ochita.

Your fellow dawnelf asks you to give him a piece of the ectoplasm substance to examine. You pull a chunk out but fail to notice until its to late that the burning in your hand is not just from what you are holding, but from an upwelling of magical energy violently escaping from your system. You hand Ochita the mass and all goes black.

You wake up sometime later laying on a table with a terrible pain in your chest and in your arm.

You have swapped bodies with Ochita

Miriam:

You lie in the hospital. As the effect of the Blood Lichen wears off you are struck with a terrible pain. You lie in bed stoically bearing it until Zrallin comes along to feed you. The night elf mocks you for being in the same position that he was in just a day earlier. You point out that his injury came at the hands of an inanimate object, and that yours was earned in glorious combat. You also point out that you have suffered similar injuries before, and as long as you have the chemicals to enter a bezerk state you can ingore the pain in your chest and fight one handed. You raise one of your chains and offer him a demonstration. He wisely chooses to flee. You spend the rest of your morning drifting in and out of sleep and complaining to anyone who will listen that you are running quite low on Blood Lichen.

Karratan:

"Fuck yeah!" you exclaim as you leap from your bed. You wolf down your breakfast quickly before bolting into the caverns. You run through the mazelike cave system for hours, following to the best of your ability the directions laid out in your dream. You eventualy come to a clearing with walls made of Limonite. You quickly search the clearing but find no dragon. You do however find a pile of humanoid bones and mining equipment. This unerves you a bit but you decide to take the opportunity to upgrade to a nice steel pickaxe you find in the grasp of one of the skeletons in the pile.

-1 copper pick axe (Discarded in the caverns)
+1 fire opal encrusted steel pickaxe

Using your new pick you quickly mine out a large boulder of the iron ore. No sooner dose the chunk of rock hit the ground than a problem comes to mind: There is no way under the earth that you could possibly haul a boulder back to the fortress before lunchtime. Dejected you return to the fortress.

+1 Limonite boulder (Left on floor of cavern)

Dusk:

You place your hand on the spirit and she bares her soul. She is sad because her kind is enslaved to the heart of the earth. Doomed to kill or be killed at dawn and mistrusted at all other times. However with the gift she gave you, you may be able to change that. "Use this wisely..." She says as she places her hand on your forehead once more. Hughes of red, brown, and orange flash through your head and a great pain grips your entire being. Suddenly your eyes flicker open and you find yourself lying in bed a changed elf.

Your experience perk has changed to "Spirit Maker": You can summon a terraspirit at will. The process is painful, time consuming, and leaves you very hungry. The spirit will become aggressive at dawn, but its aggression can be focused elsewhere with a bit of persuasion.

You experience flaw has changed to "Forbidden Power": You practice the magical arts, which Elfin society generally considers a right reserved exclusively for the dawnelves. The elfin societies of the old world punished young mages with torture and execution. You suffer a penalty to all social interaction with elves. The group may be inclined to punish you if you are found out.

 
You grab a quick meal while you reflect on your new-found knowledge.

-1 serving of caveshark


Disaed:

Your burn wound stings with a supernatural pain. Despite your best efforts you fail to relieve or reduce the burning. Desprate for help you run to Ochita's bedside and ask him to look at it. He takes one glance at it and then reaches out and touches it with his good hand. The swelling and pain subside greatly. Ochita informs you that the burn was charged with Geomancy and that prevented normal healing, but it should be fine now. In exchange for his services you give your fellow healing a quick check up, confirming what you both suspected: The Dawnelf will be bedridden for months without supernatural help.

After looking at Ochita you tend to your own wounds. Sometime later you are interupted by Zrallin. To your utter amazement the warrior asks you to attempt to treat Miriam. You are by no means fond of the sludge elf, and you know Zrallin despises her even more than you do. When you point this out he counters that there is no way in hell that he can defend the population of the fortress on his own, and despite her stupidity Miriam can be useful for keeping out things that want the group dead. You do not particulary feel like doing something unselfish at the given moment, so you dismiss him by saying that any fool with a blade and some adhesive can fix Miriam; its not like she has any organs one could accidentally damage. "Fixing Miriam is below someone of my great medical skill!"

Your arm injury is now minor

Zrallin:

While waiting for the goblins to arrive you spend some time thinking. You have spent most of your life as a warrior in the deep elf caste system. Learning non combat tasks is supposed to be above you. The only one with significant negoitation skill amoung you however is Disaed, whom despite having saved your life still strikes you as a bit weird, possible unstable. You decide to take a stab at throwing off the chains of your past and learning how to negotiate and barter. What better way than to learn from the master.

You decide to practice by getting into an argument with Disaed. You know he has one heck of a silver tounge so you decide to argue for something that you wouldn't mind loosing and attempt to talk him into treating Miriam. As expected Disaed deflects your argument and sends you on your way defeated. You feel however that you have learned a trick or two from the debate.

You have gained a level in barter


Around lunchtime two goblins arrive at the fortress. One of them is Towercap, the goblin who lead the drill last night. He introduces you to his half brother, a freakishly huge goblin named Horace. Horace is clad from head to toe in steel plate armor. You convince both goblins to disarm and come inside. They come bearing gifts in the form of a large crate filled to the brim with purple cloth. Horace explains that the cloth is a thank you gift from their leader Urist, so that he owes the elves no outstanding favors when he negotiates the terms by which the group may remain in the valley.

+30 units of royal reed fiber cloth

Horace explains that he and Towercap will stick around until the evening when they will escort one or two elves to the Longhouse to negotiate with Urist over dinner.

Selande:


After breakfast you go back to sleep. Several hours later you wake and decide to go hunting for healing herbs in the valley below the fortress. You make your way through the thick Forrest and quickly determin that most of the plants in this area are completely alien to you. You do find however a bush of the genus Malries. The roots of the Malries bush are often chemically active. Some are coated with a deadly toxin, others produce a chemical that induces vomiting and serves as a laxative. You don't feel comfortable bring back a substance that may or may not be poisonous, so after a bit more searching you give up and return to the fortress.

Ochita:

You decide that since you are bedridden, you might as well spend some time meditating and attempting to make contact with the Gods you discovered. Their indifference overwhelms you, perhaps you should try and convince the group to attempt to earn their favor. Your meditation is interrupted by Disaed who wants you to look at his arm. The burn marks are charged with Geomancy making traditional healing almost impossible. You quickly and effectively dispel the charge.

You have gained a level in prayer!

You eventualy notice that Caboose is gathering and collecting the ectoplasmic goo from the Terraspirit. You ask to see a chunk of the frozen substance and Caboose complies and hands you piece, warning that it will still burn. You reach out to grab it and suddenly feel a surge of magical energy. You realize that it is Caboose, and not you who is suffering the symptoms of being magically overloaded right before you black out.

You wake up on the floor a minute later. To your amazement you feel no pain in your body at all. You climb to your feet and notice a strange looking high elf laying on the table in front of you. You relise that you and Caboose have just suffered a case of the swaps, an uncommon symptom of magical contamination that causes a mage to switch bodies with another elf. The swaps usually last 6 to 24 hours.

You have switched bodies with Caboose!

You use this opportunity to look over your own body. All your broken bones can easily be cured with the same metal infusion therapy that you used on Zrallin. You have no clue what the consequences would be if were mess up the procedure and kill off your own body while in somebody else is inside it. This is a window to avoid possible months in bed!

It is now noon. The next turn will cover 6 hours until dusk. The elves should select somebody to go with the goblins and meet Urist shortly before the turn ends. Remember just because you know something dosn't mean your character does!

« Last Edit: January 14, 2011, 03:31:16 am by Weirdsound »
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Lillipad

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Re: Elfin Refugees - The ol'switcheroo!
« Reply #237 on: January 12, 2011, 06:04:35 pm »

"Well this is less than stellar."

Perform magical shenanigans until this non-cursed body stops feeling annoying. Also examine the curse on my body. Get human soup from goblin guests.
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rarborman

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Re: Elfin Refugees - The ol'switcheroo!
« Reply #238 on: January 12, 2011, 07:29:29 pm »

Attempt to fix miriam's broken ribs then go ask ochita and caboose about magic and spirits, and if there is time go talk to Towercap some more.
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"But to that second circle of sad hell, Where ‘mid the gust, the whirlwind, and the flaw Of rain and hail-stones, lovers need not tell Their sorrows. Pale were the sweet lips I saw, Pale were the lips I kiss’d, and fair the form I floated with, about that melancholy storm."

Kadzar

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Re: Elfin Refugees - The ol'switcheroo!
« Reply #239 on: January 12, 2011, 07:58:10 pm »

"Disaed should definitely attend the negotiations, and I'd like to participate as well."

I address Dusk. "Since you're seem to rather good at finding things, I have request of you: look to see if you can find an herb or something that can relieve pain. Try to find something besides Blood Lichen; I think it might cause brain damage, and, in any case, it's probably not a good idea to induce a fight or flight response in someone with broken bones. If you can't find anything else, Blood Lichen will do fine, I guess, and you might as well pick some up if you see any. Anyway, do this for me, and I'll owe you one."
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What if the earth is just a knick in one of the infinite swords of the mighty fractal bear?
Glory to Arstotzka!
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